You choose a kingdom and try to destroy the opposite kingdom's castle..Any units made will move towards the right.. Once made no units can be controlled...A worker unit will bring the wood from tree back to the castle (which will increase your coins).A sword unit can be destroyed only by another sword unit.A thief if sucessfully sent to the opposite camp can steal 150 coins.A speed unit can travel faster than the other units.

My main critisism would be that it took too long to complete the game.

Here is a crazy idea: You can use a cannon/ caterpolt from the top of the castle. It charges for a while ( say 45 seconds ) and then you can click on it then click somewhere on the ground to fire a large stone and destroy enemies or anyone that is there. It would add a bit of 'instant-interactivity' to the game.

Perhaps you start with a basic cannon and you can buy upgrades like a flaming ball or somthing.

You need to set the mime-type on the server for JNLP files to application/x-java-jnlp-file by the way.

Verdict: I think you're on to a winner here if you can manage to build on this basic game concept. Scrolling might not necessarily make it any better but varied scenery and multiple paths would. And lots and lots of different things to send forth. I can envisage a game so good I'd pay for it if you get it right.

and rename your file with the extension ".php". Side-scrolling is easy to implement on my view. It might be interesting but I agree with Princec, the main point is to improve the variety of interactions with the player.

I tried your game from command line. Why is the frame rate so low? Only 40 FPS here. Could you use JOGL or LWJGL inside your game? It isn't an absolute necessity but it might improve the performance.

and rename your file with the extension ".php". Side-scrolling is easy to implement on my view. It might be interesting but I agree with Princec, the main point is to improve the variety of interactions with the player.

I tried your game from command line. Why is the frame rate so low? Only 40 FPS here. Could you use JOGL or LWJGL inside your game? It isn't an absolute necessity but it might improve the performance.

I have never used webstart before...can u post a link containing some basic guide....btw i did what u wrote....didn't work....

I fixed the frame rate to 40 FPS using Thread.yeild(); // I think that is making the processor run at 100 %.Any idea on how to implement a constant frame rate loop in game....

Thank you very very much for the positive comments.....Juriy...gjh9413...kingaschi....i am planing to rework the game completely.....switch from Java2D to JOGL....add more units,buildings......random terrain generation,different modes of game play.

Capping FPS using yield does seem dodgy because since when is yield meant to take a set amount of time? But I've seen it used by Onyx and Kev in their games. Using sleep is good since it doesn't max out the CPU unlike yield but since sleep(time) doesn't gaurantee a sleep of time, often it will be much longer and you will miss frame updates. For example, sometimes when you increase the sleep time by one incrementally it does not seem to make any difference until you get to say 5ms or 20ms .

- The menu at the beginning is terrible, please make something that uses mouse input.- It would be useful to see the cost of each unit when you mouse-over the button.- It takes ages to destroy the opponent.- More units, maybe flying ones

- The menu at the beginning is terrible, please make something that uses mouse input.- It would be useful to see the cost of each unit when you mouse-over the button.- It takes ages to destroy the opponent.- More units, maybe flying ones

Thanks for the comments.. btw this is not the complete game...just the prototype....i ll post the pictures of the work going on for the full game as soon as i get my blog up and running...

Don't use Thread.sleep too!! It breaks the synchronisation with the graphics card. On my game, the FPS was twice lower when I used this.

On the other hand, when I click on the link, the jnlp file is displayed. If you want to solve it, watch my own config file which is included in a PHP file when you click on the link allowing to launch my game.

and we don't seem to have any problems at all, and our games run at only a small % of CPU.

Cas

I'm sorry but I checked what I said. Sometimes, the loss of performance can be lower than mine but there is a true loss. If you think I'm a lier, take my source code, add this "try {Thread.sleep(1);} catch (InterruptedException e) {e.printStackTrace();}" inside the main while loop in the method called runEngine(), in the class called "GameModel", in the package called "main", recompile all, execute the game and the FPS will be twice lower. I assume JOGL uses the same mechanism in the class called "FPSAnimator" but I'm not sure. However, I don't use this class at all. I try not to give bad advice. I think that I gave piyush_3Squares a quite good advice. Your method is reliable but using Thread.sleep(1); may cause a loss of performance on my view. Maybe it depends on the context.

I'm sorry but I checked what I said. Sometimes, the loss of performance can be lower than mine but there is a true loss. If you think I'm a lier, take my source code, add this "try {Thread.sleep(1);} catch (InterruptedException e) {e.printStackTrace();}" inside the main while loop in the method called runEngine(), in the class called "GameModel", in the package called "main", recompile all, execute the game and the FPS will be twice lower. I assume JOGL uses the same mechanism in the class called "FPSAnimator" but I'm not sure. However, I don't use this class at all. I try not to give bad advice. I think that I gave piyush_3Squares a quite good advice. Your method is reliable but using Thread.sleep(1); may cause a loss of performance on my view. Maybe it depends on the context.

Umm yeah, you get a performance loss of 1ms when you use Thread.sleep(1) but that's the whole point of throttling, isn't it Of course, if you're not careful with the amount of sleeping, you might miss frames when you make use of vsync, but that's not Thread.sleep(1)'s fault.FWIW, I'm using the same code for throttling as princec, no problems at all: Steady framerates, no performance loss.

Oh, and there's really no need for e.printStackTrace() (just commenting on it since you posted that in bold as if it were important).